Augmented reality using lenticular images

ABSTRACT

A method of augmenting reality of a physical image, comprising the receiving of a demand from a user by a receptor to create an augmented image from information about the physical image and about a digital component to be linked to the physical image. The information is organized according to at least one classification by the receptor, which sends the information to a production tracker for process distribution. The information is tested to ensure the digital component is functioning properly and is compatible with the physical image. The physical image is manufactured, and then blended with the digital component into the augmented image, and finally delivered to the user.

RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.13/549,692 filed Jul. 16, 2012 and claims priority under 35 U.S.C. 119of U.S. patent application Ser. No. 61/508,137 filed Jul. 15, 2011,which is hereby incorporated by reference in its entirety.

TECHNICAL FIELD

The present disclosure relates to physical and digital images, andaccessories that work with, respond to, and interact with computerapplications and hardware devices, and a method of creating the same.

BACKGROUND ART

Traditional garment design and clothing in general uses a wide range ofimages to decorate design and enhance its appearance. The function ofthose images is to make the garment a more attractive product to theperson who wears it. However, today's garments are limited to theiractual physical appearance, with little or no crossover application tothe virtual world utilizing augmented reality.

Augmented reality is the process of extending information on top anexisting environment using specialized software and hardware. Itsuperimposes graphics, audio and other sense enhancements from computerscreens onto real time environments. Augmented reality goes far beyondthe static graphics technology of television where the graphics imposeddo not change with the perspective. Augmented reality systemssuperimpose graphics for every perspective and adjust to every movementof the user's head and eyes.

Augmented reality is being used for many applications that relate tomarketing, promotion and video games. However, the prior art has yet toapply augmented reality to something that is worn. By wearing a garmentenhanced with augmented reality, creative doors are open to the field ofcostume design, fashion, and live avatar applications for video gamesthat come from the person wearing the garment.

SUMMARY

The present disclosure presents a virtual garment method which providesusers with an innovative and never seen experience in which a physicalgarment design is extended to places that make it unique and customizedfor groups or individuals. The possibilities to communicate throughphysical and virtual garment design are endless. Garments become morethan physical components on the human body, they can now be full-bodyobjects that cover and interact with the individual from head to toe andcan be projected without limitations 360 degrees around a user. Userscan create garments that combine personal messages, individual forms ofexpressions, costume designs, fashion art design, art, commercialfashion, embedded messages, safety designs with specific information,individual publishing, storytelling, garment virtual video games,physical video games, role play games, virtual theater garments,educational garments, interaction garments that connect with othergarments or people, educational garments, social interaction/networking,demonstrational garments, business and marketing, medical records,personal information from augmented garment or accessories, affiliationaccessories, augmented jewelry, augmented body markings like tattoos orpiercings, accessories, flags, banners, bags, underwear and any otherwearable garment, object or accessory that interacts with the humanbody. Additionally groups can create garments with commercial andnon-commercial purposes, interaction garments for data collection,information delivery garments for events and other activities, videomessages, photo delivery, game interaction with groups, costumes,safety, sciences, identification garments, security garments, etc.

The main concept behind the augmented garment is not the novelty of anaugmented experience. It is the content that makes a garment somethingmore than a physical object, it is now a living entity that can beshaped and changed at any time with a custom solution to a group orindividual.

The fashion world is the greatest place where designers aren't limitedto create and expand from physical garments. With augmented garments anydesign is now possible. The method of the current disclosure makes itpossible to create anything the artist desires, and anything the userenjoys. There are no limits to providing a signature to design andpresence to almost any type of garment.

Organizations can benefit from garments that promote not only augmentedapparel images but also offer interactivity and exchange of informationthrough the garment. For example, charity organizations can promotetheir cause with effective designs that extend the message of thephysical garment, but at the same time the charity can offer anopportunity to those who may want to support their cause withinteractive opportunities, membership participation, or donations thatcan be triggered from the virtual side of the augmented garment.

In the case of sports clubs and other similar organizations theaugmented garment is the perfect way to present a team to an audience,or individual messages such as an athlete's profile, team standings,etc., making the physical garment the perfect and natural platform totrigger the above information.

Other organizations such as schools and colleges find in the augmentedgarments a very effective way to expand from their traditional physicalgarment into an augmented “virtual apparel” garment which can offermemories, emotions, messages and designs that change the way the schoolcommunity interacts with the garment and themselves. For example, a highschool can request an augmented garment “virtual apparel” with aspecific physical garment design, i.e. type of garment, material, colorcombinations, and sizes. Additionally the organization can provideinformation such as pattern design and color according to the needs ofcommunication. Users can create their own pattern or images to beprinted on a garment.

Once physical garment needs are determined, next is to understand theneeds of communication for the augmented garment. An important part ofthe augmented garment is to provide an emotion and a change in the waypeople perceive the physical garment. Many users know and understandthat their new “virtual apparel” is something that contains more thanthe simple physical information printed on it. They know their garment“virtual apparel” will make them look different, will bring memories,and excitement from their community, and may allow them to connect witheach other after they are not part of the school any more. A simplephotograph or a complex augmented design both have the same finalintent, which is to make the garment an icon that is more than justfabric.

The method provided can also be more than simple photographs or videos.Three-dimensional animated objects can bring mascots to life. Learningcan also be promoted through garments that present specific content. Forexample, human anatomy can be taught in ways much more visual,interactive and effective through augmenting classroom skeletons.

Augmented garments provide unlimited opportunities to fields such astheater, custom design, and entertainment. Users are presented with anaugmented design in combination with a physical design. No matter thedevice used to extract the augmented garment the method is always thesame. A garment is designed and manufactured with both physical andaugmented components. Once the combination is implemented the presentlydisclosed method will facilitate different ways of interacting with thecreated augments garments.

These and other objects of the instant disclosure will be achieved by amethod of augmenting reality of a physical garment, comprising thereceiving of a demand from a user by a receptor to create an augmentedgarment from information about the physical garment and about a digitalcomponent to be linked to the physical garment. The information isorganized according to at least one classification by the receptor,which sends the information to a production tracker for garment processdistribution. The information is tested to ensure the digital componentis functioning properly and is compatible with the physical garment. Thephysical garment is manufactured, and then blended with the digitalcomponent into the augmented garment, and finally delivered to the user.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an augmented reality and garment systemaccording to embodiments of the present disclosure.

FIG. 2 is a block diagram of an augmented reality and garment systemaccording to embodiments of the present disclosure.

FIG. 3 sets forth a diagram for an augmented reality and garment systemaccording to embodiments of the present disclosure.

FIG. 4 is a flowchart of an augmented reality method for specializedgarments according to an embodiment of the present disclosure.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

At the outset, it should be clearly understood that like referencenumerals are intended to identify the same structural elements,portions, or surfaces consistently throughout the several drawing FIGS.,as is further described or explained by the entire written specificationof which this detailed description is an integral part. The drawings areintended to be read together with the specification and are to beconstrued as a portion of the entire “written description” of thisinvention as required by 35 U.S.C. § 112.

The present disclosure relates to garments which contain information tointeract with technology. The contained information is presented inmultiple unique ways and techniques that make the garment a new objectdifferent from any other. Images on garments are used as a source oftraditional design and at the same time as source to release addedinformation for augmented design. A series of techniques make thepresent disclosure unique and specialized for the garment developmentfield.

The scope of the term “garment” is interpreted and construed broadly tomean any wearable item and/or accessory, shirt, pant, short, sweatshirt, sweater, sport jersey, hat, glove, skirt, khaki, glasses, scarf,tie, belt, face mask, socks, jacket, knee pad, shoulder pad, elbow pad,vest, wallet, umbrella, removable or permanent tattoo, cape, flag or anyother icon that can be worn by a person. Garments can be made of anymaterial found in the textile industry, organic, or synthetic material.

The present disclosure takes the garment to a completely new level. Byutilizing and combining multiple existing technologies including garmentcreation, garment decoration and design, printing, lenticulartechnology, digital imaging, software technology and hardwaretechnology, a new enhanced garment has been created. This specializedgarment for augmented reality contains not only decorative content butmany more including, but not limited to entertainment, fashion,educative, informative, scientific and in general any additional conceptgenerated using augmented reality.

The present disclosure generally comprises a method of augmentingreality of a physical garment, comprising the receiving of a demand froma user by a receptor to create an augmented garment from informationabout the physical garment and about a digital component to be linked tothe physical garment. The information is organized according to at leastone classification by the receptor, which sends the information to aproduction tracker for garment process distribution. The information istested to ensure the digital component is functioning properly and iscompatible with the physical garment. The physical garment ismanufactured, and then blended with the digital component into theaugmented garment, and finally delivered to the user.

A preferred embodiment of the present disclosure is a method ofconverting a traditional garment into a new concept of clothing thatcontains physical, visual information and virtual added information thatrelies on the use of a software application and a hardware device. Agarment may have one or multiple fixed images, or “patterns”, placedprecisely on specific non-traditional locations from which augmentedreality comes to life by using a software application and seen through amobile device or a PC or any other hardware device like a TV set or aheadset. The augmented reality provides data, audio, video(s), image(s),and/or animation(s) that give the garment and the person who wears it anew representation that adds or changes their appearance partially orcompletely.

In reference to the present disclosure, “software application” refers toa computer-coded program which has been created to work specificallywith a garment and a hardware device. “Hardware device” can refer to anyof mobile devices, static devices, PCs, tablets, game consoles, TVs,displays or any other electronic apparatus.

In one preferred embodiment of the disclosure, the pattern(s) on thegarment will be fixed using any available technique known in the artincluding printed, embroidered, attached or glued, in specific andunique places that will allow the hardware and software technology toalign the projected images and configure a new representation that canbe seen through the hardware device and software application in 360degrees around the person wearing the garment.

In the preferred embodiment, patterns have a clear silhouette withdefined contrast and color information. When the pattern has multipleelements that can be tracked it is a stronger image to be tracked by thesoftware. The specific position and precise distance between patternsgives the hardware and software the correct information to compose alarger image on top of the garment. Pattern sizes depend on theprintable space or the location that garments have. For example, smallergarments like hats, gloves, head bands, etc will have small patterns(approximately 1-2 inches). A pattern can be large (approximately 10-15inches or even larger) if it is placed on a garment like a shirt, acape, a flag, etc. The measurement takes the largest side of the pattern(width or height). A pattern can be small (approximately 1-2 inches ofthe smallest side, width or height) if the desired augmented image is tobe seen at a close range (less than 5 feet). If the design is intendedfor a wide range image, in the preferred embodiment the pattern will belarger. Depending on the performance of the device capturing thepattern, the pattern can be larger or small, in some devices thatdistance can be greater than ten times the width of the pattern.

In the preferred embodiment, the size of the patterns is within apre-determined size range to facilitate the hardware and softwarecapturing the image. The actual size and range will change depending onthe desired effect that the user wants the garment to produce. In thepreferred embodiment for very close range patterns, the difference canbe that the smallest pattern is no less than 20% the size of the largestpattern. For example if a larger pattern is 10″ wide a small patterncannot be less than 2″ wide. Some limitations may happen in this casebecause the augmented image will need to fit those sizes. A preferreddifference between two patterns is 50% the size of the largest pattern.For example a large 10″ (largest side width or height) pattern may becombined with a pattern that is no less than 50% its size, that makes ita 5″ pattern.

Pattern positions change depending on the garment, including between twogarments that fit the same body part. For example an open jacketcompared to a T-shirt: the T shirt can have patterns positioned on thecentral chest area and abdominal area compared to the open jacket willneed to have makers on the sides of the chest or sides of the abdominalarea. The desired augmented image may determine the position as well. AT-shirt design for an augmented costume may have different positioningof patterns compared to a T-shirt teaching human anatomy.

Patterns must be visible in order for the software and hardware tocapture them. The positioning of the patterns is important to avoidun-intended blockage. Areas such as under the arms or between legs maylimit the capturing of patterns. It is recommended to place saidpatterns forward or backward on the garment to avoid the blocking arm orleg.

In a preferred embodiment, the design of the garment and the design ofthe augmented images will be the factors determining the distancebetween patterns. Patterns can be next to each other but it is preferredthat the patterns do not touch each other. A small distance betweenpatterns is preferred. The larger the distance for the hardware devicefrom the pattern, the larger the separation between patterns. It ispreferred that proportionally the distance between patterns is not lessthan 1/16 of the largest side of the smallest pattern.

There is no maximum limit to distance between patterns. The design ofthe garment and the desired augmented image will determine the maximumdistance between patterns. In many cases but not always the effect is toprovide a continuous augmented design that can be achieved by separatedpatterns. A continuous augmented design will allow people that wear thegarment to turn around to let the software and hardware capture thepatterns and provide a continuous 360 degrees design around the person.

Precision in alignment of patterns is based on the design of physicalgarment and the augmented image and their requirements. Depending on thetype of garment and design of images the precise alignment of patternswill provide the synchronized continuity that the software and hardwarerequires to put two elements together in a precise location.

Some examples of usage of the preferred embodiment include, but are notlimited to, augmented costumes, avatar creation for video game usage,virtual mask creations, virtual vehicles, objects and devices, virtualmessages and expressions, and virtual content.

The location of the patterns is based on the specific design of thegarment and the augmented reality projection that will come from it.Possible but not exclusive pattern locations in the present embodimentinclude the head, face, chest (center, left and right), back, neck(front, sides, back), shoulder, arm pit, belly area, flanks, upper back,scapular area, middle back, lower back, pelvic area, buttocks area,upper leg (front, sides and back), knee area, lower leg (front, sides,back), ankle, heel, dorsal surface and plantar surface of the foot,upper arm (sides, front and back), forearm (sides, front and back),elbow, wrist, hand (front and back) pocket, reverse side, flaps, collar,and folding surface.

In a preferred embodiment, each pattern is positioned precisely in orderto more easily allow the hardware and software to detect the pattern. Itis preferred that patterns are detected as flat as possible to allow forits recognition by the software and hardware devices. It is preferablethat the patterns are placed in locations which avoid extreme wrinklingor stretching. In places like arm pit, knees or the spot behind the knee(knee pit) where wrinkling, folding or stretching are extreme, patternscan be printed on either side of the folding but not within the folding.At the moment when a user lifts up the arm or extends the leg the imagewill show as flat as possible.

Image detection software is very forgiving and allows for certaindeformation of patterns. In the preferred embodiment, the software worksby giving flexibility to distances between components within thepattern. While it is possible that software may lose track of patternswhen images fold and cover themselves partially, the preferredembodiment of the disclosure will solve problems with blockage by otherobjects or even self blockage. At the same time, the software canrecognize multiple garments simultaneously, which allows for complexvideo game applications, among other applications. In addition, thepreferred embodiment of the disclosure provides a total 360 degrees fullcoverage augmented view of the garment.

The patterns can be made of different sizes with monochromatic, duotoneor polychromatic designs. It is preferred, but not required, thatpatterns are of specific and rich design to provide a clear detailedsilhouette that can be recognized by the software.

A garment can have a singular pattern that projects one unique augmentedreality result or multiple patterns located in specific places on thegarment according to the design. When multiple patterns are present theymay be part of one complete design on the printed physical garment. Inthe multiple pattern scenario, the projected augmented data, audio,image(s), animation(s), and/or video(s) align with the other designsgenerating a bigger composition of elements that generates a message andan emotion in the person who looks at it through the hardware device andsoftware application.

An example application of the preferred embodiment involves computergames and console video games. In general, many such games provide theuser the option where they pick an avatar that represents him/her tocompete against the machine or others. The users select an avatar thatrepresents them when they are playing. By using augmented reality andthe specialized clothing with patterns, the user can take the video gameexperience to the next level where they can wear the avatar themselvesand play in a real, physical game against others aided by the augmentedtechnology.

The present disclosure allows for a computer to put together a set ofpredetermined elements to create a new avatar. The specialized garmentis the glue that makes the design stitch together. With no specializedgarment there are not patterns for the software and hardware to attachthe components together.

While the prior art may disclose other systems which attach avatars to afigure, only the specialized garment of the present disclosure providesa person who uses it a real design that is seen without a device and atthe same time facilitates for the software and hardware to configure anew image on top.

Another application example of the preferred embodiment includescostumes. Costumes are popular garments that modify the appearance ofthe person who wears them. The present disclosure provides theopportunity to have a traditional costume with printed designs that havethe same effect of a regular costume but at the same time allowssoftware and hardware to recreate a new augmented costume on top of thefirst. This added concept connects with the intention of users tocapture in a still image or in a video the augmented representation ofthe person who wears it.

Yet another application of the present disclosure lets users utilizeimaginary or existing objects to create imaginary cars, ships,airplanes, spaceships etc. These objects are usually static. Thepreferred embodiment allows the software and hardware to generate avehicle or object that can move with the users where they can seethemselves wearing a garment that gives them a costume to be who theywant to be and at the same time project through the software andhardware the vehicle or object they want to be in.

Still another application of the present disclosure allows entertainersto wear the specialized garments combined with the appropriate softwareand hardware to create new live characters with a different appearanceto offer their audience a new a fresh look of their created characters.

Another embodiment of the disclosure reveals printed pattern(s) on thespecialized garment made of combining two images exactly aligned in thesame position using a lenticular technique to provide two sourcepatterns. The software and hardware will project two sets of data,audio, images, videos or animations that may become one scene on thescreen of the hardware. Lenticular images are images created by two ormore images ‘interlaced’ together into a composite and mounted behind alenticular lens. These images appear to be animated and possibly threedimensional depending on the artist's intentions.

The lenticular technique is similar to the barrier technique in theaspect that the viewer is subjected to a different image based onviewing position. It is preferable that the lenticular lenses areconstructed out of acrylic or PET copolymers depending on usage needs.

The consistency and flatness of the lenticular lens makes it easier forthe image to be recognized by the software and hardware devices. Butbecause the lenticular lens works with the angle from where the vieweris looking at it, a method is disclosed where the viewer can use aprinted card non-lenticular version of the two images within the patternto allow the software recognize them separately before trying toregister them from the garment. Patterns using the lenticular imagesbecome a source for multiple augmented scenes.

In the disclosed embodiment, software is already loaded with the patternimage, it only needs to find a flat printed image to connect thephysical image on the garment with the image in the software. Thehardware device captures the pattern from a physical flat surface. Thistechnique is a backup technique in case the hardware device does notrecognize the wrinkled uneven image printed on the garment the firsttime it looks at it. Once it has been loaded in memory there is no needto scan the printed card again. Users can also download the image from aweb site or even point their hardware device at the image on the screenof a PC to capture the image.

Some examples of applications of the present embodiment include dualaugmented costumes, dual avatar creation for video game usage, dualvirtual mask creations, dual virtual vehicles, objects and devices, dualvirtual messages and expressions, and dual virtual content.

Computer and console video games use the costume and avatar definitionof characters as separate elements in a user interface. With thistechnique, augmented reality video games can compose both augmentedreality results from the original lenticular pattern. Multipleapplications can come from this technique and they are not only linkedto video games.

Educational and scientific applications can relate to the presenttechnique where the patterns will allow the software and hardware toreveal two images that relate with each other. An example of this wouldbe a skeleton under a body structure.

Specialized sports clothing can contain information of players, teams,or even sponsors. Using the lenticular technique, one pattern triggers avisual image while the second pattern triggers data.

Lenticular lens sheets are designed to enhance certain imagecharacteristics. A lenticular lens sheet designed for flip images, as isthe case in the present disclosure, will have a wider viewing angle(typically higher than 40°). Morph and animation images can beconsidered advanced flip images and will also benefit from a lenticularlens sheet with a higher viewing angle. Some lenticular lens sheets aredesigned with viewing angles between 30° and 40°.

It is preferable that patterns are as clear as possible to allow for thesoftware and hardware to capture them. The larger the image the moredifficult it is to capture. This limitation applies to lenticular imagesin general. A preferred embodiment takes advantage of one limitation thelenticular technique has: humans have two eyes to look at the lenticularimages while the device has only one lens. Because our eyes areseparate, the angle of vision to recognize a single image in thelenticular lens is smaller. The disclosed method uses a traditionalhardware device with a single camera lens, which makes the angle forregistration wider and therefore gives a higher chance of registrationfor the pattern.

Another embodiment of the disclosure presents one printed pattern on aspecialized garment generating one augmented reality projection on themobile device. At the same time, the first pattern will be composed ofmultiple secondary makers that when seen thorough the hardware device inclose range it will project new image(s) generating a dual, triple ormultiple designs. Examples of usage include: Micro-world vs. macro-worlddesign, and macro views of a costume at a large distance and detailedimages at a closer range.

The augmented reality technology has some weaknesses, one of themrelates to the inability to registering patterns at a certain distance.When patterns are too small they lose their value as patterns and becomeonly unidentified elements. The present embodiment utilizes thisinherent weakness by combining multiple patterns that can be registeredby the software and hardware devices as one main pattern at a long rangefrom the garment and, at the same time when the device is close to theindividual patterns they will generate their individual augmented data,audio, image(s), video(s) or animation(s).

The sensibility and performance of the hardware device is a crucialelement which determines whether the software detect the patterns. Whena maker becomes illegible to the software it will automatically look forthe next pattern to load up a different data, audio, image(s), video(s)or animation(s). Printing quality of smaller patterns will also helpdetermine the performance of the software and hardware.

Patterns are very effective when using DTG (Direct To Garment)technology which is the system of printing with a digital printer on thegarment. Traditional silk screen technology is very effective too, theonly limitation that it represents is when using polychromatic designsthe registration of each of the printed colors on the fabric have to beconsistent in all the garments to reduce poor tracking and registrationof patterns. Other techniques like embroidery works too only that therate of recognition reduces in smaller patterns due to the limitation ofdetail in small embroidered images. Other printing systems like offseton solid (non-fabric) flat patterns or digital printing are veryefficient too.

In the preferred embodiment, the following are conditions that apply tofabric and any other materials: Non-stretchy. Patterns must be asconsistent in proportions as possible. Garments with fibers that canexpand or shrink after washing the garment may distort the patternlimiting its performance. Non-glossy. Patterns work better on flat nonglossy materials. Reflections and highlights or any other effect thatthe environment can have to modify the image on a pattern can reduce itsperformance. Wrinkle-free. Materials that are bound to wrinkles canaffect the quality of the pattern. Wrinkles can block partially thepattern deforming its initial appearance. Reduce-textured materials.Materials like wool that have a highly textured surface limit theperformance for printed patterns. Patterns need to be larger to avoidthe interference of the back ground material.

In yet another embodiment of the preferred disclosure, two or moregarments with one or multiple patterns each one located in preciseplaces allow the exchange of data, images, 3d models, animation, audioor video. The design, location and size of patterns will make of thegarments a unique set. The set of garments of the present disclosure ismeant to be worn by multiple people. Because these specialized garmentsare components of a set they can interact or exchange information fromone to others. This exchange happens by physically removing the patternfrom one garment and attaching it to other garment or it can happen byusing the software application and hardware device. The exchange cangenerate an interaction in a video game fashion.

Examples of usage of the present embodiment include video games thatallow two or more players compete facing each other in real life, but atthe same time utilizing specialized garments to provide the software andthe hardware with the information to process existing predeterminedcomponents.

Video games today have multiple modes of play, one of them is themultiplayer mode. When gamers play against each other they usually usecontrollers or they use consoles that capture their movement through asensorial device. The console translates the captured data to theavatars (individuals) in the game. The present disclosure allows the useof augmented reality to compose games where each person who wears aspecialized garment may hold a mobile device and can see the augmentedreality version of the opponent(s) player(s). The specialized garmentsrepresent the real avatar and allow for the generation of a virtualavatar. Garments can interact with each other allowing players to swappatterns and at the same time modify their in-game design. When twogarments are close together the technology in the software can generateadditional data, audio, video(s) image(s) or animation(s) that enhancethe play experience.

Other applications can be found in learning activities where multiplepeople wearing the garments can learn about each other and theirdifferences. The combination of multiple garments in the same setgenerates all the content required for any learning activity.

Yet another embodiment of the disclosure allows for the specializedgarments to have patterns on multiple sides of the garment (for example,on the interior and on the exterior). When the user reverses thespecialized garment inside out, a new set of data, audio, image(s),audio, video(s), and/or animation(s) is projected through the softwareand the hardware. In garments that can be opened with any system likezipper, buttons, etc (example: jackets) the interior may containsdifferent patterns than the exterior. Both sets of patterns can becombined in the creation of the augmented composition.

Video games and entertainment base the appearance of their characters(avatars) on a simple representation of their design. Characters andusers are often locked to their look and design through their gameexperience until they can reset their appearance to start a new game.With the presence of patterns in the inside and outside of thespecialized garments, the software is loaded with information to allowthe user to flip their garment or simply unbutton it to modify theappearance of their character.

An example application of the present embodiment is video game softwareprogrammed to have a combination of designed patterns inside and outsidea specialized garment to hold secret weapons or even messages that canbe use seen or activated through the software and hardware.

Yet another application of the present disclosure involves entertainersusing the patterns on each side of the garment (inside and outside) todisplay an additional set of information, audio, image(s), video(s), oranimation(s).

A closed garment needs to be reversed to allow the interior patterns tobe recognized by the software. A specialized garment that can be openedwith any existing system like zipper or buttons allows the personwearing it to reveal one or more patterns for the software to registerit. The opening of the garment can be done in a traditional ornon-traditional location size and style.

Due to the characteristics of materials that garments are made of,patterns may not be completely flat. At the same time, patterns do notalways appear the same because of wrinkling, folding and otherwisedeformation of the image. The preferred embodiment of the disclosureuses a methodology to facilitate the initial capture of the patterns bythe software and hardware devices. A preferred method requires the useof a card or printed version of the pattern on a flat non reflectivesurface. The user is asked to capture the flat printed pattern the firsttime he or she uses it. This is to allow the software to store the imagein memory of the hardware and software and be able recognize it moreeasily a second time it sees it on a non-flat surface like a garment.

Patterns have levels of recognition. Computer software processes eachpattern to connect it to an existing image, animation, or video. Somepatterns can be difficult for the software and hardware to recognize dueto multiple unexpected characteristics of the pattern. However, pointingthe hardware at a flat printed version of the same exact pattern canfacilitate the capture of patterns that are of difficult perception forthe software and hardware.

Another example of application of the present disclosure includes thepattern as an element to be worn directly on the skin. Temporary and/orpermanent tattoos allow for the freedom of placement on direct skin.This technique allows an augmented message to be projected through thehardware device and the software without any fabric at all.

A tattoo can be used in places where clothing is not convenient or easyto handle. In places like the face the tattoo will allow the technologyto project a mask directly on top of the users face. A tattoo is merelyan image of decoration for the person who wears it. A maker placed as atattoo makes the person who wears it not only decorated with it but canbecome a source of additional information that can be used by sportsathletes, performers, video gamers or costumes.

Averting now to the drawings, a preferred embodiment of the disclosureis generally indicated in FIG. 1. FIG. 1 depicts a block diagram of anaugmented reality and garment system according to embodiments of thepresent disclosure. Garment user 100 is any person or entity whichrequests the creation of an augmented apparel item. Garment user 100initiates the process at request receptor 102 where the following methodis to be applied.

A request is received from garment user 100 at request receptor 102 toget the process started. Request receptor 102 is a physical or digitallocation where garment user 100 provides all the data, visual and audioinformation to be compiled together to generate a customized augmentedgarment. The request contains very specific information about thephysical garment(s) to be produced including: Apparel type, fashiondesign, printed design, purpose, material, printing technique to use,color, visual effect, and any other technical considerations.Additionally, the request includes the virtual information that is to becombined with the physical garment.

The information received at request receptor 102 can be a combination ofmultiple elements that are used to produce the augmented experience.Those elements may include but are not exclusive to data such as images,audio, video, animation, or 3-dimensional files.

Data is a component that may be static or dynamic information in whichmultiple layers and components can be used in combination with thegarment. This data includes but is not exclusively made of databases,web components, streaming information, canned information, textinformation, statistical information, mathematical algorithms,educational content, books, and articles.

Images are a visual and static component that may include, but are notexclusively made of, photographs, drawings, paintings, illustrations,and other digitally generated visuals. The audio component may includemusic, voice, sound effects, noise, or any audio capture of natural andcreated sounds. Video is a visual component that contains captured,edited or unedited footage provided by garment user 100. Animation is alinear visual component of created sequences made digitally or by theuse of any capturing technique, which may also include an audiocomponent. Additionally, the 3-dimensional component accepts specifictype of digital files created with a software and hardware. The3-dimensional component includes static CAD models or animated CADmodels. These 3-dimensional components can be created with the intent ofa linear animated result, a static object, or an interactive sequencesimilar or equal to a video game.

From request receptor 102 the process is passed to two different steps:production tracker 103 and information technology 104. In productiontracker 104, the request is monitored and coordinated to go through thedifferent steps of production, including both digital and physicalsteps. Production tracker 103 looks for efficiency, functionality andresults of the production throughout the present method.

Production tracker 103 verifies that request receptor 102 has passedinformation accurately to information technology 104. Production tracker103 works with CGI development 105, fashion design development 106 andart development 108 to verify that the technology produces the digitalinformation required to move to production to turn over 108. Theproduction tracker 103 works with manufacturing and print integrity 110to verify the results of the physical garment, and also works withtechnology blend 111 to confirm the accuracy and performance oftechnology and physical garment before a garment is released to garmentuser 100.

Information technology 104 captures the information provided by requestreceptor 102. Said information can be received in a digital or physicalformat. In the preferred embodiment, a web portal is used to capturesuch information as garment physical fashion design confirmation,garment physical graphic design, and garment augmented desiredinformation including visual design, audio design, video or animationdesign, interactivity design or game flow, database infrastructurerequirements, dynamic data information, static data information, and/orCAD information.

Information technology 104 coordinates with production tracker 103 topass the acquired information to the appropriate steps in the process.Information technology 104 allows programmers and information technologyspecialists to process the acquired information in the manner of workingwith server management, software development, interaction with 3rd partyinformation technology providers, and Database management. Informationtechnology 104 delivers digital information to production tracker 103for a final technology blend test. At the same time, informationtechnology 104 takes the final printed product and fits the product backinto its augmented process to replace the final patternimage/design/shape that will be used with the technology. It is possiblethat some of said images/designs/shapes are seen only at the moment ofthe final result, never before.

The next step of the method, CGI Development 105 relates to thedevelopment of computer generated images that can be 3-dimensional or2-dimensional, according to the need of the request. The concept artcomes from the art development 107. The re-creation of said concept artcan be generated using standard or proprietary software and hardware. Inthe case of 3-dimensional images, the images need to comply withspecific properties that will make them suitable for augmented realityand fashion design simultaneously as well as interaction with thephysical garment. In the case of 2-dimensional images, the images stillhave to be planned according to the design of the garment and theimplementation of the image in the augmented experience. 2-dimensionalimages may have to be still processed with specific characteristics thatwill fit them into a 3-dimensional environment of the augmented realitytechnology. CGI development 105 will also rely on art generated by artdevelopment 107.

The results of CGI development 105 are passed back to informationtechnology 104 for adaptation and programming of experience. The resultsare in the form of digital data. Said results are also passed to fashiondesign development 106 for adaptation and testing of design.

Fashion design development 106 may require a fashion design component tohandle non-standard garment configurations, such as in cases likecostumes, customized outfits and specialized garments. A fashiondesigner will work directly with the information provided by CGIdevelopment 105, information technology 104, and art development 107.Fashion design development 106 designates the physical appearance,shapes, materials, colors, structures, patterns and modularity of thegarments. The results of the fashion design process will be passed backto production tracker 103 in the form of digital data, physicalprototypes, and physical or digital images.

Art development 107 participates in multiple steps of the development ofthe physical and augmented garment. As to the physical component, artdevelopment 107 participates with fashion design development 106 on thesolution of images and patterns to be printed on the garments. Saidsolutions are achieved by processing the images to be used in both thephysical and digital environments. The physical environment includes theprinting and manufacturing technique that will be used to create thegarment. Techniques include but are not exclusive to hand blockprinting, perrotine printing, engraved copper-plate printing,roller/cylinder/machine printing, stencil printing, screen printing,digital textile printing, or other techniques known in the art. Thedigital environment includes the adaptation of the image that will betracked by augmented reality software and hardware. The images generatedmust comply with technical requirements that work on both technologiessimultaneously, the physical garment manufacture and print as well asthe augmented solution. Additionally, art development 107 createsconcept designs for augmented CGI solutions and final production artworkthat is passed back to production tracker 103 for turn over 108.

Turn over 108 is the step where all the physical aspects of the garmentare packaged together to pass to manufacturing and print. Turn over 108works with garment manufacturing and printing 109 to solve problems andcreate samples that can be tested by information technology 104 incombination with the augmented solution. Turn over 108 also oversees thequality assurance in the production process. At turn over 108 there isreported all the physical specifics of the garment, including design,material, color, structure, assembly, visibility, printing technique,and the like.

The method of augmenting a garment does not exist if there is nophysical garment to trigger the virtual design. In the manufacturingprocess, a garment is engineered and designed for mass production.Design factors such as fabric type, color, ornaments, assemblytechnique, size and printed patterns must follow the detailedinstructions provided by information technology 104 to ensure thegarment will not only be functional as a physical garment but also beprecise enough to facilitate participation in the interaction with theaugmented garment and its garment user 100. Garment manufacturing andprinting 109 techniques may vary from design to design, and have beendescribed above in further detail. This step of the method does notexclude any of the possible manufacturing techniques that exist today toproduce physical garments.

It is necessary to follow product quality assurance to maintain highstandards in materials and designs in order to achieve the desiredphysical/virtual results. As a result, manufacture and print integritytesting 110 is as important as any other step in the process. Eachgarment needs to be tested to verify it matches the required technicalinformation to work with the augmented information. Information requiredmay include but it is not exclusive of location, size, color, pattern,contrast, texture, light, and similar features.

Once tested for quality assurance, it is necessary to take the printedgarment and use the final image printed on the garment as the finalpattern to blend it with the augmented reality information at technologyblend 111. In the case of multiple patterns on the same garment, thefinal sizes of garments and location of designs (patterns) on thegarments will require custom blending with the augmented information toensure that the final augmented composition aligns precisely accordingto the initial design. A final quality assurance check including boththe physical and augmented aspects of each garment is required beforesending the garment to its final step in the process, product delivery112.

At the final step of product delivery 112, it is necessary to delivernot only the physical garment to garment user 100 but at the same timeany additional digital information which may include softwareapplications, software operation instructions, digital images orphysical instructions that the user needs to follow and obtain thedesign selected in the beginning of the process.

Referring now to FIG. 2, there is illustrated a block diagram of anaugmented reality and garment system according to embodiments of thepresent disclosure. FIG. 2 shows, in detail, the preferred method thatis used to generate the request of the garment in which garment user 100initializes the process with a request of a unique physical garment thatis designed to work with an augmented/physical garment. Garment user 100goes through a methodology that will allow them to request a desiredaugmented apparel item.

Garment user 100 initiates a process where the following method is to beapplied. The methodology begins to be applied at the interaction betweengarment user 100 and request receptor 102. This is a process wheremultiple options are presented to garment user 100 and the combinationof said options will generate the automated creation of an augmentedgarment. Request receptor 102 can be initiated through any means eithera computer generated request a verbal or written request.

An augmented garment requires both a physical and an augmented garment.In physical pre-created garment style selection 201, garment user 100selects a pre-created physical garment design that can be a traditionalor non-traditional design. Pre-created refers to an existent garmentdesign elaborated before the user chooses it. The selection will be froma limited group of physical garment solutions that have been createdfrom a defined group of materials with a specific solution that has beencreated to work with augmented reality. Physical pre-created garmentstyle selection 201 will take information from the physical stylecatalogue data server 204 to respond back to garment user 100. Thephysical garment design and shape may also be used to trigger theaugmented apparel.

The pre-created garment style selection is based on physical stylecatalogue data server 204, which will store a database of garmentdesigns. Physical style catalogue data server 204 contains pre-existinggarment designs which are collected from traditional garment collectionsand from custom created garment collections that work specifically withaugmented reality. Said collections are classified according to the typeof garment based on the theme, design, scale, gender, user age, finalusage, and its specific interaction with the augmented garment. Physicalstyle catalogue data server 204 will also store information ofstructure, materials, colors, ornaments, manufacture and functionality.

If garment user 100 does not select a pre-created design, garment user100 has the option to custom design a garment by choosing from aselection of pre-loaded components at physical garment custom designselection 202. The component options to create garments will be based ona limited group of components that allow multiple combinations indesign, sizes, materials, ornaments and any other elements that canshape a garment. Physical garment custom design selection 202 willcommunicate with garment style component data server 205 to respond backto the garment user 100. In addition, the physical garment design andshape may be used to trigger the augmented apparel.

Garment style component data server 205 is a database which storesinformation related to multiple components offered to create customphysical garments. Garment style component data server 205 is organizedby type of garment and manufacture characteristics of each component.The concept behind this database is that garment user 100 can choose anyindependent component that will interact with one or more components togive shape to a physical garment. Every combination is always planned tofacilitate and improve augmented garment design. At the same time thisallows garment user 100 to generate creative and unique solutions thatrelate to fashion and design. Components are also classified accordingto the type of garment based on the theme, design, scale, gender, userage, and its specific interaction with the augmented garment. Garmentstyle component data server 205 will also store information ofstructure, materials, colors, ornaments, manufacture and functionality.

The garment components are parts that require one or more separatepieces to be assembled as a unit. Garment components are the basicsections of garments including top fronts, top backs, bottom fronts,bottom backs, sleeves, collars/neckline treatments, cuffs/sleevetreatments, plackets, pockets, and waistline treatments. Stitches,seams, and/or bonding are used to assemble components and final garmentstructure. Components such as collars, cuffs, and pockets are smallparts attached to the major garment components (tops, bottoms, andsleeve) to facilitate manufacturability of the garment. The particularsolution offered by a component involves consideration of functional useof the physical and augmented garment, aesthetics, quality, complexity,materials, component shape, sequence of assembly operations, and costs.

Top front, top back, bottom front, bottom back are the major sections ofa garment. Fronts and backs may be one or more pieces depending on thestyling of the garment. Left and right sections are frequently mirrorimages of each other but may be different if the garment isasymmetrical. Sometimes side seams are eliminated so that fronts andbacks are one piece. Fronts and backs often have other componentsattached to them before the garment is assembled.

Sleeves are fundamental parts of a garment design, silhouette and fit.Sleeves are functional in covering all or part of the arm. Sleeves alsoprovide opportunities for creative styling, frequently with additionalcomponents, such as sleeve plackets and cuffs attached. Sleeves alsooffer the opportunity to add forms, patterns, and images that cantrigger augmented garment designs.

Plackets provide a finished opening in the garment to allow a body partto pass through. Types of placket formations and methods of assemblyvary widely in quality, and design. Plackets often require some type ofclosure. Plackets offer unique opportunities for inside parts of thegarment to be seen from the outside and at the same time generateaugmented design opportunities.

Collars and other neckline treatments, such as facings and knittedbands, may finish, support, and provide aesthetic emphasis for theneckline of a garment. Neckline treatments may also involve closures andplackets to allow the head to pass through and still maintain a closetill at the neck. From collars multiple opportunities for augmentedcombinations offer extended designs that can project to the head oraround the neck area.

Cuffs and other sleeve treatments are components used to finish thelower edges of sleeves. Cuff type varies with the style, and function ofthe component and garment, materials used and methods of assembly andattachment.

Pockets may be functional, aesthetic, or both. They may be sewn ontogarment parts, cut into the body of a garment, or incorporated intogarment structure. Pocket treatment may also involve a closure. Pocketsare sometimes used as a means of differentiating brands of products,particularly on jeans.

Waistline treatments include components that serve to define thewaistline of a garment, provide entrance to a garment, and/or hold agarment in place on the body. Waistline treatments may involve formationor application of bands, casings, facings, and elastic. They may or maynot involve a waistline seam.

Once the physical garment design is determined a printed pattern needsto be selected. The augmented reality garment requires the printedpatterns/design to trigger the augmented garment. At the physicalgarment printed design selection 203, garment user 100 selects a patternfrom a pre-created library and will determine its location based on thephysical design of the garment. Garment user 100 will be able to selectan existing pattern(s), the color(s), the size and modulation of thegarment. A set of rules will apply to guarantee the functionality of theaugmented garment.

Pattern catalogue data server 206 provides the supporting information tophysical garment printed design selection 203. Pattern catalogue dataserver 206 stores all the possible pre-created images that can beprinted on the physical garment and can be used by a user to customize aphysical garment. Pattern is referred to as any image or visualrepresentation that can be physically printed on a surface and that canbe seen or detected by a device with a camera. Said patterns need tocomply with specific characteristics to trigger an augmented garment.Patterns are classified according to their functionality on the physicalgarment. For example if a pattern is needed to be placed on the frontpanel of a garment it will be shaped with certain form, limited tocertain scale and conditioned to some technical printing limitations sothat it can be used on the intended component of the garment, in thiscase patterns are classified under front panel patterns. Under thefunctionality classification patterns are organized by theme, visualstructure and technique used to create the patterns. Pattern coloroptions are limited by their interaction with the garment's materials,and pattern placement is also limited by its functionality with theaugmented reality technology.

Pattern catalogue data server 206 allows users to upload their ownpatterns building on the catalogue offered to other users through thecustom source upload port 208. Since users can upload their ownpatterns, it is important that patterns are not limited to the dataserver possibilities because users help on building the library ofpatterns to be used.

Physical garment style custom design engine 207 combines all theprevious options chosen by garment user 100 and puts them together in asingle physical apparel design that will be ready to be created andinteract with the augmented component of the garment yet to be prepared.Physical garment style custom design engine 207 may be a combination ofsoftware applications that allows for the customization of the garment.Once physical garment style custom design engine 207 assembles thedesign it will process the design to production tracer 103.

Custom source upload port 208 allows garment user 100 to provide theirown patterns to be printed, attached, glued, and sewn to the physicalgarment. Patterns have limitations as mentioned above and users have tofollow specific guidelines to upload their own design of patterns.Patterns can be digital images that are classified in bitmap images orvector images. The formatting of said options determines the techniqueused to print the image on the garment.

At the same time garment user 100 can provide their own digital assetsto compose the augmented garment. Custom source upload port 208 allowsfor the submission of different formats that cover 2-dimensionalphotographs, 2-dimensional videos, streaming videos, 3-dimensionalobjects or animations, 2-dimensional interactive applications or even3-dimensional interactive applications. Custom source upload port 208provides data to pattern catalogue data server 206 for adding patternsto the physical garment and also to augmented garment custom designengine 213 to determine the augmented garment design.

Next, garment user 100 is asked to choose a pre-designed augmentedreality experience at augmented pre-design selection 209. This stepprovides the information to use an asset that has been developedpreviously and that has been proved to work as an augmented apparelpiece. Pre-created assets offer multiple types of assets but areinclusive of the following: photographs, video, slide shows, interactive2-dimensional applications, 2-dimensional animated applications,3-dimensional objects, 3-dimensional animated objects or characters,3-dimensional interactive applications, video games, web applications,and animated special effects such as fire, water, and the like.

The augmented pre-created catalogue data server 211 stores dataavailable for augmented pre-design selection 209. Assets are classifiedby their functionality, by type of augmented experience, theme, anddesign style. Functionality refers to the asset being created to be usedin a specific augmented location in relation to one or multiple physicalgarments. Illustrative types of augmented experience includeillustration, photography, video, 3-dimensional, animation, audio,interactive, data containers, or web. Theme examples include sports,entertainment, characters, music, and faith. In addition, multipleoptions of design styles are offered. All the assets in augmentedpre-created catalogue data server 211 are considered finished and readyto be implemented. Format and type of information are current totechnology and do not limit any new possible image format.

At augmented custom design selection 210, garment user 100 is allowed toselect the augmented assets that are combined to generate an augmentedreality garment that interacts with the designed physical garment.Composing a garment means taking pre-created individual assets andcombining them in a specific way to produce a new augmented experience.Said pre-created assets are provided by the augmented custom garmentcomponents data server 212 or by the garment user 100. It is possiblethat some pre-created assets will still allow garment user 100 to addcertain custom elements to the combination, for example a user canselect a pre-created 3-dimensional model that uses photography as partof the design. Garment user 100 is still allowed to add his/her ownimage to combine with the pre-created design.

Augmented custom design selection 210 receives information from customsource upload port 208 and from the augmented custom garment componentsdata server 212. The selection process is programmed by thefunctionality and interaction of the augmented asset with the physicalgarment. Augmented custom design selection 210 also considers theplacement of the augmented asset in relation to the physical garment.

Augmented custom garment components data server 212 stores all theseparate digital assets that can be used in the augmented composition.Said components are all those parts that can be combined to generate oneor more garments. Assets are classified in different groups, such as bytype of augmented experience including illustration, photography, video,3-dimensional, animation, audio, interactive, data containers, and web.Each one of said groups can be subdivided by themes such as sports,entertainment, characters, music, faith, etc. Said individual themeshave their own subdivisions by functionality allowing garment user 100to mix and match components in the next step of the method, augmentedgarment custom design engine 213.

Augmented garment custom design engine 213 combines all the previousoptions chosen by garment user 100 and puts them together in a singleaugmented garment design that will be ready to be created and interactwith the physical garment chosen from steps 201 through 207. Augmentedgarment custom design engine 213 may be a combination of softwareapplications that allows for the customization of the augmented garment.Once augmented garment custom design engine 213 assembles a design itwill process the appropriate information to production tracker 103,where physical and augmented designs are processed.

Referring now to FIG. 3, there is depicted a diagram for an augmentedreality and garment system according to embodiments of the presentdisclosure. The delivery of the physical and augmented garment follows aflow of events to achieve a final functional augmented/physical garment,starting with product delivery 112. The process begins with the deliveryof physical garment to garment user 100; simultaneously there is virtualdelivery through the passing of information to garment user 100 in whichhe/she is instructed to obtain an application that decodes and works ona device to generate the augmented garment from the physical garment. Adevice is referred as the combination of a hardware and software thathas the capability of processing Augmented Reality technology.

In the preferred embodiment, there exist two different possibilities todeliver the augmented reality information on augmented garment server113. In the first instance, a self-contained application published on apublic or private data server in which the static or dynamic content ofaugmented garment is included. Said application has in it all thecomponents necessary to make the augmented garment work with thephysical garment and does not connect back to any other server toretrieve additional information related to the garment.

In the second instance of the preferred embodiment, garment user 100 mayreceive a link to an application (or browser) that reads augmentedpublished data as a public or private online site (similar to a website)in which the static or dynamic content of their garment is not presentwithin the application but rather streamed through it. Additionally, theaugmented reality information can be modified or updated if that was theoriginal intent of the garment.

With the application and the physical garment 20 delivered, garment user100 is ready to point (or look at) the garment through device 30. Theresult is the recognition by the hardware and the software of physicalgarment 20 and its patterns or patterns 22 to make visible and audiblethe final augmented/physical garment as one cohesive image 32.

Referring now to FIG. 4, there is depicted a flowchart of an augmentedreality method for specialized garments according to an embodiment ofthe present disclosure. At S400, garment user 100 initiates the process.Garment user 100 provides information to choose the type of physicalgarment and digital component to be combined to create an augmentedgarment. A request method allows garment user 100 to choose betweenpre-created physical/augmented garments or custom physical/augmentedgarments or a combination of the two.

A receptor gathers all the choices made by garment user 100 at requestreceived and classified S401 to organize the choices intoclassifications determined by the fashion of the requested physicalgarment, by the type of requested digital component, by theme, visualstructure, technique of creation of the augmented garment, or any othertype of classification according to aesthetic or functional properties.It should be understood that these classification types are only limitedby the imagination of the users and/or content creators. The choices arepackaged together to create a full garment unit process. Requestreceived and classified S401 in the process is handled by thecombination of multiple tools that allow for the composition of anaugmented physical garment. A package request is sent to a productiontracker where garment process distribution S402 takes place.

From garment process distribution S402, depending on the type of packagerequest, the process distribution varies. A package request can eitherbe for a pre-created physical design and/or digital component alreadyresiding on the system server, for a custom physical design or digitalcomponent newly created by the user, or from some combination created bythe user. For a custom requested design, the process distribution willgo through some combination of fashion design development S403, artdevelopment S404, and/or 3D and CAD development S405, and then toinformation technology development S406 for testing to ensure thedigital augmented pre-created components are functioning properly andthe garment is functioning for manufacturing. If the request demand fromthe user is a pre-created physical garment combined with a pre-createdaugmented design, the process is sent directly to information technologydevelopment S406.

If the request demands a pre-created physical garment in combinationwith a custom augmented design, the process is sent to 3D and CADdevelopment S405 to prepare any custom 3D data that needs to be alignedto the physical design. Augmented designs need preparation in terms oflocation, creation, scale, texture, color, geometry adaptation andeffect to be used in conjunction with the physical design based upon theaugmented reality technology. Once 3D and CAD development is prepared,the process proceeds to information technology development S406, howeverin some cases art development S404 may be needed depending on the typeof custom request.

If the request of a user demands a pre-created physical garment incombination with a custom source design of a digital component uploadedby the requester, the process is sent to art development S404 forpreparation of any uploaded source media and then to the 3D and CADdevelopment S405 to prepare any custom 3D or CAD data that needs to beprepared for augmented technology usage. Once 3D and CAD developmentS405 is finished, the process is passed to information technologydevelopment S406.

If the request demands a custom design physical garment combined with apre-created augmented design the process is sent directly to twodifferent steps of the process: fashion design development S403 toprepare the custom designed components for production of the garment,and then to information technology development S406 to ensure thedigital augmented pre-created components are functioning properly.

If the request is for a custom physical garment design combined with acustom augmented design, the process goes to fashion design developmentS403 for preparation of the predesigned components and to 3D and CADdevelopment S405 to prepare any custom design data that needs to beprepared or designed for the virtual garment. Once 3D and CADdevelopment S405 is finished, the process is passed to informationtechnology development S406.

If the request is for a custom physical garment design combined with acustom source design uploaded the by garment user 100, the process issent to fashion design development S403 for preparation of thepre-designed components, then to art development S404 for preparation ofany uploaded source media, and finally to 3D and CAD development S405 toprepare any custom design data that needs to be adapted for augmentedtechnology usage. Once all these components have been prepared, theprocess goes to information technology development S406 for finalassembly of the augmented garment.

Once the physical garment design and preparation are ready, the processcontinues to manufacturing and printing. Turn over to physicalproduction S407 verifies that all information and components requestedin the design are clearly set for manufacturing of the physical garment.Turn over to physical production S407 comprises the steps of scaling,sizing, assembling, coloring, printing, and aligning of patterns andaccessories. Turn over to physical production S407 is also in charge ofthe engineering aspect of the physical garment. All the manufacturingquestions and processes are answered and defined to distribute thegarment to the correct process for manufacturing. In case of defectivedesign or unclear solution, the flow is returned to garment processdistribution S402.

Once all the above checks are completed, the process moves on tophysical garment print and manufacturing S408. The manufacturing processcan have multiple solutions and many of them just usable within thetechnology and materials utilized to create a physical garment. Althoughthe present disclosure includes manufacturing as a part of the method todevelop an augment garment, the disclosure does not specify a singleprocess or technique to be unique to the creation of physical garment incombination with the augmented garment. At the same time, the instantmethod does not exclude any possible existing or new technology to beused in the creation of garments.

After the physical garments have been manufactured, it is necessary toverify that they follow all the fashion design guides, as well as allthe requests made by garment user 100. Manufacture and print integritytest S409 verifies that physical components are combined correctly andthat all triggering components of the augmented garment are correctlyplaced, printed, manufactured. Additionally, quality assurance testingis part of manufacture and print integrity test S409 to ensure thatgarment user 100 will receive a fully finished and functional productaccording to his/her original intent.

Since the augmented garment requires a digital form of the physicalshape and pattern design of the physical garment, augmented physicalblend S410 is necessary to assemble and fine-tune the interactionbetween the physical and digital ends. In cases such as custom designsfor physical and augmented garments, it is necessary to verify tracking,aligning, scaling, and coloring as applied to the augmented componentsof the garment in combination with the physical components of thegarment to compose the one single garment design. Augmented physicalblend S410 requires the participation of information technology S406 andfashion design development S403 to assure the final composed garment isfully functional as a unit.

Product delivery S411 is the final step of the present disclosure. Thefinal garment is delivered to garment user 100 including any necessaryinformation described above to ensure the functionality of the physicaland the augmented garment.

While a preferred form of this disclosure has been described above andshown in the accompanying drawings, it should be understood thatapplicant does not intend to be limited to the particular detailsdescribed above and illustrated in the accompanying drawings, butintends to be limited only to the scope of the invention as defined bythe following claims. In this regard, the term “means for” as used inthe claims is intended to include not only the designs illustrated inthe drawings of this application and the equivalent designs discussed inthe text, but it is also intended to cover other equivalents now knownto those skilled in the art, or those equivalents which may become knownto those skilled in the art in the future.

What is claimed is:
 1. A method of augmenting reality of a physicalimage, the method comprising: generating a physical image by interlacingat least two individual images to form a lenticular composite; mountingthe lenticular composite behind a lenticular lens sheet to form alenticular image; placing at least one lenticular fiducial marker ineach of the at least two individual images, wherein each of the at leasttwo individual images contains a different at least one lenticularfiducial marker; receiving a demand from a user by a receptor to createan augmented image from information gathered about said physical imageand about a digital component to be linked to said physical image;organizing said information according to at least one classification bysaid receptor; testing said information to ensure said digital componentis functioning properly and is compatible with said physical image;creating a digital representation of said physical image; blending ofsaid physical image with said digital component into said augmentedimage wherein said blending includes verifying, with said digitalrepresentation, said steps of tracking, aligning, scaling, and coloringsaid digital component in combination with said physical image afterproduction of said augmented image; digitally customizing a physicalimage template, wherein a first level of customization includes creatingtriggering components in a design associated with the physical image;wherein a second level of customization involves developing 3D and CADdata elements geometrically adapted for compatibility with the physicalimage to be stored as digital assets in a data server for alignment withthe design; detecting, with a sensor placed at a first distance from thephysical image, a first fiducial marker from one of the images, whereina first 3D augmented design and a first surface surrounding the first 3Daugmented design are delivered to the user on a screen; and detecting,with the sensor placed at a second distance from the physical image, asecond fiducial marker from one of the images, wherein a second 3Daugmented design and a second surface surrounding the second 3Daugmented design are delivered to the user on the screen, wherein thesecond distance is closer to the physical image than the first distance,and wherein the second fiducial marker is capable of being detected bythe sensor from the second distance, but not from the first distance. 2.The method of claim 1, wherein said delivering includes a server, abrowser and a display device.
 3. The method of claim 1, wherein saidreceptor includes a content creator.
 4. The method of claim 1, whereinsaid information is chosen from a pre-created physical image designcombined with a pre-created digital component design.
 5. The method ofclaim 1, wherein said information is chosen from a pre-created physicalimage design combined with a custom digital component design; andpreparing any 3D or CAD data from said custom digital component design.6. The method of claim 5 further comprising: preparing said customdigital component design to be used in conjunction with said pre-createdphysical image design based upon location, creation, scale, texture,color geometry adaption and effect.
 7. The method of claim 1, whereinsaid information sis chosen from a pre-created physical image designcombined with said digital component, whereby said digital component isuploaded by said user; preparing said uploaded digital component: andpreparing and aligning art for custom 3D or CAD data for augmentedtechnology usage with said physical image.
 8. The method of claim 1,wherein said information is gathered from a custom physical image designcombined with a pre-created digital component design; preparingdevelopment of said custom physical image design for production of saidaugmented image; and ensuring said digital component is functioning tomatch the physical image.
 9. The method of claim 1, wherein saidinformation is chosen form a custom physical image design combined witha custom digital component design; preparing development of said customphysical image design for production of said augmented image; andpreparing any 3D or CAD data from said custom digital component designfor production of said augmented image.
 10. The method of claim 1,wherein said information is chosen from physical image design combinedwith said digital component, whereby said digital component is uploadedby said user; preparing development of said custom physical image designof production of said augmented image; preparing said uploaded digitalcomponent; and preparing and aligning art for custom 3D or CAD data foraugmented technology usage with said physical image.
 11. The method ofclaim 2, wherein said blending is performed by a content creator andsaid tracking, aligning, scaling, and coloring is synchronized so thatthere is continuity between said digital component and said physicalimage for production of said augmented image.
 12. The method of claim 1,wherein said physical image is attached to a garment.
 13. A method ofaugmenting reality of a physical image, the method comprising:generating a physical image by interlacing at least two individualimages to form a lenticular composite; mounting the lenticular compositebehind a lenticular lens sheet to form a lenticular image; placing atleast one lenticular fiducial marker in each of the at least twoindividual images, wherein each of the at least two individual imagescontains a different at least one lenticular fiducial marker; receivinga demand from a user by a receptor to create an augmented image frominformation gathered by each sensor about said physical image and abouta digital component to be linked to said physical image; organizing saidinformation according to at least one classification by said receptor;sending said information to a production tracker for processdistribution; wherein said process distribution includes the steps oftracking, aligning, scaling, and coloring said digital component incombination with said physical image for production of said augmentedimage; testing said information to ensure said digital component isfunctioning properly and is compatible with said physical image;creating a digital representation of said physical image; blending ofsaid physical image with said digital component into said augmentedimage wherein said blending includes combining data detected by eachsensor, verifying, with said digital representation, said steps oftracking, aligning, scaling, and coloring said digital component incombination with said physical image after production of said augmentedimage; digitally customizing a physical image template wherein a firstlevel of customization includes creating triggering components in adesign associated with the physical image; wherein a second level ofcustomization involves developing 3D and CAD data elements geometricallyadapted for compatibility with the physical image to be stored asdigital assets in a data server for alignment with the design, wherein2D images are processed with specific characteristics that will fit theminto an augmented 3D environment; wherein a third level of customizationincludes recognizing triggering components, wherein to compensate forimage blockage not all triggering components are required to berecognized for triggering; detecting, with a sensor placed at a firstdistance from the physical image, a first triggering component, whereina first 3D augmented design and a first surface surrounding the first 3Daugmented design are delivered to the user on a screen; and detecting,with the sensor placed at a second distance from the physical image, asecond triggering component, wherein a second 3D augmented design and asecond surface surrounding the second 3D augmented design are deliveredto the user on the screen, wherein the second distance is closer to thephysical image than the first distance, and wherein the secondtriggering component is capable of being detected by the sensor from thesecond distance, but not from the first distance.
 14. A method ofaugmenting reality of a physical image, the method comprising:generating a physical image by interlacing at least two individualimages to form a lenticular composite; mounting the lenticular compositebehind a lenticular lens sheet to form a lenticular image; placing atleast one lenticular fiducial marker in each of the at least twoindividual images, wherein each of the at least two individual imagescontains a different at least one lenticular fiducial marker; receivinga demand from a user by a receptor to create an augmented image frominformation gathered by each sensor about said physical image and abouta digital component to be linked to said physical image; organizing saidinformation according to at least one classification by said receptor;sending said information to a production tracker for image processdistribution; wherein said process distribution includes the steps oftracking, aligning, scaling, and coloring said digital component incombination with said physical image for production of said augmentedimage; testing said information to ensure said digital component isfunctioning properly and is compatible with said physical image;creating a digital representation of said physical image; blending ofsaid physical image with said digital component into said augmentedimage wherein said blending includes combining data detected by eachsensor, verifying, with said digital representation, said steps oftracking, aligning, scaling, and coloring said digital component incombination with said physical image after production of said augmentedimage; detecting, with a sensor placed at a first distance from thephysical image, a first fiducial marker from one of the images, whereina first 3D augmented design and a first surface surrounding the first 3Daugmented design are delivered to the user on a screen; and detecting,with the sensor placed at a second distance from the physical image, asecond fiducial marker from one of the images, wherein a second 3Daugmented design and a second surface surrounding the second 3Daugmented design are delivered to the user on the screen, wherein thesecond distance is closer to the physical image than the first distance,and wherein the second fiducial marker is capable of being detected bythe sensor from the second distance, but not from the first distance.15. The method of claim 14, further comprising capturing printed cardimage versions of each of the at least two individual images to allowthe software recognize each of the at least two individual imagesseparately before registering the at least individual images from thephysical image.
 16. The method of claim 14, wherein the lenticular lenssheet is constructed out of at least one of acrylic and PET copolymers.17. The method of claim 14, wherein the lenticular lens sheet has aviewing angle higher than 40 degrees.
 18. The method of claim 14,further comprising capturing with a hardware device flat, nonlenticularimage versions of each of the at least two lenticular images to allowthe software recognize each of the at least two lenticular imagesseparately before registering the at least two lenticular images fromthe physical image.
 19. The method of claim 14, further comprisingmanufacturing of said physical image.
 20. The method of claim 14,further comprising a second lenticular composite on the physical image.